bloody tentacles by zuurr
this is my tech demo i mean game "bloody tentacles"
you are an eyeball and/or jellyfish monster and need to kill people who fly in helicopters and then get to the exit. as you kill more things your tentacles get bloodier.
also dodge the spikes that are on the walls in the later levels.
controls / how to play:
the controls are at the bottom of the page and the rest is supposed to be somewhat discoverable in the game but i am not great at level design, so here it is anyway.
- you move around with wasd or arrow keys and can aim your tentacles by clicking where you want them to point at with your mouse.
- enemies will be damaged when they hit your tentacles.
- once you kill all the enemies the exit to the level will open and its position will be indicated
- there are 5 levels before you win.
- you are damaged by colliding with enemies or their missiles or spikes.
- if you die you come back as a slightly smaller version of yourself. when you complete a level you get full health, an extra life (up to a maximum of 2) and grow bigger again.
note on the post-jam version:
don't score me on it. really.
if it doesnt work for you, try the other one. it's been tested on more systems. particularly i dont have access to linux, but i know the released version works on it. this one, i'm less confident about.
most of the bugs and changes are minor and i probably wouldnt put it up if someone didnt call me out on them on irc.
this is the list of the bugs that i have fixed in the post-jam version.
- make bullets actually fire. this had caused the 'damage when nothing is there' bug. bullets were staying in place since they had 0 velocity and were hard to see). most enemies have rockets so this was not a big deal.
- make tentacle-enemy collision detection more accurate when on the right side of the screen (... don't ask).
- make exit particles come from you instead of to you (this is the only one that is not really a bug, but makes it more obvious you are not being shot once you beat the level).
- optimize how blood particles are handled, hopefully leading to fewer dropped frames.
you are an eyeball and/or jellyfish monster and need to kill people who fly in helicopters and then get to the exit. as you kill more things your tentacles get bloodier.
also dodge the spikes that are on the walls in the later levels.
controls / how to play:
the controls are at the bottom of the page and the rest is supposed to be somewhat discoverable in the game but i am not great at level design, so here it is anyway.
- you move around with wasd or arrow keys and can aim your tentacles by clicking where you want them to point at with your mouse.
- enemies will be damaged when they hit your tentacles.
- once you kill all the enemies the exit to the level will open and its position will be indicated
- there are 5 levels before you win.
- you are damaged by colliding with enemies or their missiles or spikes.
- if you die you come back as a slightly smaller version of yourself. when you complete a level you get full health, an extra life (up to a maximum of 2) and grow bigger again.
note on the post-jam version:
don't score me on it. really.
if it doesnt work for you, try the other one. it's been tested on more systems. particularly i dont have access to linux, but i know the released version works on it. this one, i'm less confident about.
most of the bugs and changes are minor and i probably wouldnt put it up if someone didnt call me out on them on irc.
this is the list of the bugs that i have fixed in the post-jam version.
- make bullets actually fire. this had caused the 'damage when nothing is there' bug. bullets were staying in place since they had 0 velocity and were hard to see). most enemies have rockets so this was not a big deal.
- make tentacle-enemy collision detection more accurate when on the right side of the screen (... don't ask).
- make exit particles come from you instead of to you (this is the only one that is not really a bug, but makes it more obvious you are not being shot once you beat the level).
- optimize how blood particles are handled, hopefully leading to fewer dropped frames.
| Web (html5) | http://www.thomcc.io/ld33/ |
| post jam (html5) | http://www.thomcc.io/ld33/post-jam |
| Source (github) | https://github.com/thomcc/ld33 |
| Original URL | https://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=7728 |
Ratings
| Coolness | 78% | 2 |
| Overall(Jam) | 3.58 | 236 |
| Audio(Jam) | 3.24 | 331 |
| Fun(Jam) | 3.51 | 212 |
| Graphics(Jam) | 3.77 | 339 |
| Humor(Jam) | 2.68 | 582 |
| Innovation(Jam) | 3.23 | 361 |
| Mood(Jam) | 3.28 | 416 |
| Theme(Jam) | 3.92 | 165 |
I beat it without dying on the first play-through, but juuuust barely, so it was spot on for difficulty.
If I would suggest one improvement, it's the camera's movement. The way it lags behind the player's movement means you can't see ahead of you, which I sorta solved by just constantly always using my tentacles, since that can adjust the camera as well. But it wasn't a big problem at all, since I could adjust it. Just meant I held mouse down the entire game.
The tentacles were very nice - the right mix of mysterious and usable. I didn't really notice the bloodiness while playing, though.
if you don't see loading then something errored before then? usually it should say "init failed D:" if it fails at that state.
either way if you happen to look here again (or if anybody else who it does not work for does), i would greatly appreciate getting the console log. you can bring this up by right clicking on the page, clicking inspect element, and going to the console tab.
i am a little bit verbose in my logging but there shouldnt be any errors, so if there are that is likely the problem. if you could paste said log into a pastebin or something i'd appreciate it.
Also, the background art is very nice.
In a single sentence, this game is a very well-made cliche game-jam maze survival game. Ultimately the innovation is the sheer spam of tentacles everywhere which you can (but don't have to) guide with the mouse, which adds a star to the innovation score, bringing it up to 2.
The level design is good and you don't often find yourself getting stuck in all the dead ends trying to find the last enemy, but that can happen on the last level. It's actually a quite enjoyable game, if albeit not very memorable, and is actually a reasonable challenge. (The lives system makes it a lot easier to complete.)
And of course, the graphics are top-notch.
I don't care much about mood but with audio or without you are definitely a big scary monster, which also helps with the theme score.
Overall, 4 stars.
It would be nice to have a tighter camera on the monster though. I went blind into a sections a lot of the time.
Also, there are times when it was difficult to see my character. I always knew where it was, but it still was hard to distinguish from the background because there are a lot of times when the bright light of your eye is covered by your tentacles. Maybe have the eye always in the foreground?
Nice work!
Still quite impressive for a one-man project.
Good job anyway ;D
I like the menacing atmosphere in the game! :)
Great job!
The audio is really loud and a bit repetitive, but the game itself is really fun. However you animated those tentacles beats me, I would've had a *really* hard time with that.
It was really nice that you could keep playing as a smaller monster so damage was not as punishing. The one thing I noticed that was really punishing was that dying on level 5 meant you had to replay all the levels again. I still replayed them and beat the last one anyway!
I liked the graphics especially. I can't sing high praises of the little audio loop but y'know, it did its job. Cheers!
Loved the look of the tentacles, stringy and wild and a little weird, but it made perfect sense given I was this floating eye.. thing..
Lots of parts of the game simply felt "right", the weight to the movement, the little "dodges" of the helicopter drone things, the tentacles -- all lent itself to an enjoyable experience.
Nice work overall!
Moreover Your game is fun!